Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS » BigMaps Editing
Re: Aw: Re: BigMaps Editing[message #353631 is a reply to message #353630]
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Tue, 29 May 2018 13:33
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Zombiehunter |
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Messages:182
Registered:March 2011 Location: Franconia, Germany |
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Fuel shortage yes, but not for the Military and "Law" Enforcement and the A.C.A. is kinda both
Apart from that, good work on the Car Wreck, perhaps somebody could "spraypaint" a Pigs Head on the Hood and instead of crossing out the A.C.A. just "spraypaint" a B at the end, I mean it's like Arulco's Carabineers are asking for it.
Of course from an Immersion point of view you'd be right, but then again, you can make a shitload of money so it would be also immersive to be able to buy real military Hardware like a fleet of Tanks, Helicopter, COIN-Planes etc etc etc but this would all be a little bit over the top, not to mention the amount of work one would have to put into making this possible.
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Staff Sergeant
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Re: BigMaps Editing[message #353644 is a reply to message #353568]
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Wed, 30 May 2018 15:11
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SuLaR |
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Messages:12
Registered:July 2015 Location: Ukraine, Dnepropetrovsk |
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townltu wrote on Wed, 23 May 2018 01:54SuLaR wrote on Tue, 22 May 2018 17:45Zombie, show us the teaser of the new card?
I'm already burning with impatience!
Ok, the new P3 map, according to unverified statement by non reliable source;)
/edit: 3rd picture update
Note the 3 snipers on the roof, one is mostly covered by the object that could be one of 2 mortar positions.
Expect hostiles in the surrounding parameter, e.g. hidden in waste bins etc,
also take elements of executive forces and self declared militia into account,
they are already present in sector and will turn hostile with the 1st combat action.
Last not least many spies of non domestic factions have strong interest to prevent decapitation.
Verified RIS report indicates that all opposing factions are well equipped
and trigger happier than their representatives in game, aka Ds soldiers, Hicks brothers and Danubian cops.
A good scenario for a new modifications
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Private
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Re: BigMaps Editing[message #353648 is a reply to message #353542]
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Wed, 30 May 2018 21:52
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Zombiehunter |
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Messages:182
Registered:March 2011 Location: Franconia, Germany |
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SuLaR wrot on Wed, 30 May 2018 12:16Zombiehunter, I understand that this card will be supplemented? Are you going to upload a new city on github? It would be nice to consider it in more detail..
Zombiehunter wrote on Fri, 18 May 2018 18:56Not exactly, after all I am just assisting Smeagol with map-making. Planning to finish his work, would mean to replace him and I cannot and I do not want to do that, because in the end it is his project and not mine.
With the uploads of the new maps, same thing. When I finish my maps, I will send them to Smeagol, so he can look them over and do some finetuning if necessary and then he will probably upload those maps with the next Release.
-Zombie
No Offense, but before asking the same Questions over and over again, please re-read earlier Posts. I will consult Smeagol when I deem the Maps to be finished and then he will make the final call if it's going to be uploaded or needs to be reworked. I thought I made this clear already, this is not my Mod, it is Smeagol's I am merely assisting in getting Maps done and providing new Artwork regarding Vehicles and other Eyecandy for the Maps.
As for the City, no it's not a new City these will be totally reworked Sectors of an already existing City, which one is up to you to guess.
Which brings me to my next point which details about the new Maps I am providing is my decision and I will not spoonfeed every Information about the new Maps.
As a Reminder, this Thread is for you guys to show you, that there is still Progress regarding AIMNAS BigMaps, however there is no Roadmap, Schedule or anything like that. I am doing this voluntarily, unpaid, during my free time, I still got a day to day Job to tend to and also a private life.
So long story short, the Maps will be ready, when they're ready, I will provide Information about them as I see fit, WHEN I see fit.
Consider this as an Answer to the FAQs.
-Zombie
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Staff Sergeant
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Re: Aw: Re: BigMaps Editing[message #353650 is a reply to message #353649]
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Thu, 31 May 2018 12:03
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Zombiehunter |
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Messages:182
Registered:March 2011 Location: Franconia, Germany |
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Harsh? No, when I wanted my answer to be harsh, then it would sound very different.
Direct? Yes!
Having to answer the same Questions over and over and over again, is a somewhat tedious task, especially when people are just lazy to reread the Thread themselves. If the same questions get asked by the same guy who asked me about two weeks ago and got an answer, that is when tedious becomes annoying and that is when I become direct and very specific in my answers.
I am happy when the work is appreciated, but to be perfectly honest here, working on this mod is somewhat self-interest, because I want to play this mod just as much as the next guy.
Bottom Line if someone is happy with my work, good. If not, I couldn't care less because I am doing this for fun and I am not a service provider.
-Zombie
[Updated on: Thu, 31 May 2018 12:03] Report message to a moderator
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Staff Sergeant
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Re: Aw: Re: BigMaps Editing[message #353677 is a reply to message #353651]
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Mon, 04 June 2018 14:42
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Zombiehunter |
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Messages:182
Registered:March 2011 Location: Franconia, Germany |
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SuLaR wrote on Thu, 31 May 2018 09:16Zombiehunter, My apologies. I have a poor command of English, and Google translator sometimes distorts the meaning. And your message is just missed from inattention. Sorry again, if you are troubled, I'll wait for the end of the work in silence.
No hard feelings and you don't have to wait in silence, just asking you to check before you ask a question, if the question has been asked and answered before ;)
kmoi wrote on Thu, 31 May 2018 23:34@Zombiehunter I'm from China. Your work is very good.
I have a poor command of English
Well, thank you
Anyways, here is the all new Overview Map of all Alma Sectors combined:
As you can see, there is still a lot of work to do, but you get the idea:
In the top left sector you see the Army Headquarters, Dining Facilities, Main Armory, Sports Facilities, a lot of Housing for Regular Forces and also Special Forces and a Helipad.
In the Civilian Part you see a Gas Station, some Civilian Housing and a Bar (Cheers)
Top Right Sector is mainly Housing and a lot of Depots for Ammo, Weapons, Uniforms, Spare Parts, Food etc. everything an Army needs to get going, also we got a lot of Vehicle Depots and a Maintenance Shop for said Vehicles and finally there's a Commissary for the Soldiers to buy stuff from their hard earned mony (earned by oppressing Civilians of course ;p )
Bottom Left Sector is the Military Prison, also we got the Water Treatment Plant for the Base, some more Housing and also a small Workshop with adjacent Vehicle Depot.
In the Civilian Part we have a carpentry shop, a bakery, a "Supermarket" and a shop for Militaria Enthusiasts and of course a lot of Civilian Housing.
And now the Bottom Right Sector, this is somewhat the Civilian Center of Alma, in the Military Part we got the historical Old Fort, which ist still used by the Army, Alma Base Maingate, A.C.A. (Armado Carabineros de Arulco) Headquarters and some historical Housing Area's
The Civilian Part consists of Alma's local A.C.A. Station, a furniture Shop (Arulco's IKEA knockoff ), the Mine, a Restaurant, some Bar's, a Garage a lot of small shop's, gimmicks and so on.
Alma's Lore:
Alma has always been the center of Arulco's Military even before Deidranna came to power, but before then Arulco had no need for a huge Military and Alma was mainly a bootcamp for the new Soldiers and the Headquarters for the Brass. The Civilian Part of Alma used to be much larger and the Military mainly occupied the Area around the old Fort. The Military's role back then was mainly representative duties and Border Protection together with the Carabineers which also always had their HQ in Alma and because they're somewhat part of the Military. Anyways, when Deidranna came to power and turned Arulco in the oppressive Dictatorship it is today, her need arose for a larger Military to keep the Population in Line and so Alma Base had to grow. A lot of surrounding Land needed to be requistioned and the Landowners were simply dispossessed. There was a lot of resistance and even violence, but in the End who resisted simply disappeared and was never heard of again and in the end the resistance against the forced Land Requisitions faltered. Today mainly Miners and Military Families live in Alma, the Military Families are staunch supporters of Deidranna's rule, while the Miners have somewhat mixed feelings because of the working conditions, this causes for some friction in day-to-day live in Alma, but of course none of the Miners would really start an argument or even a fight with one of the Militaries, in the end they'd just disappear as it has happened before.
And then you still have some of the old Landowners of Alma, those who were lucky not to get disowned or who did not resist when it came to it. Those who are old enough to remember the Requistions and the Violence mainly keep to themselves, remembering and shivering at the Horrors their neighbours had to endure during that time.
Stay tuned
-Zombie
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Staff Sergeant
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Re: Aw: Re: Aw: Re: BigMaps Editing[message #353693 is a reply to message #353692]
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Tue, 05 June 2018 19:20
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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There is the durability aspect of these products
the ecological consequences of low lifetime designed furniture with minimum move surviveability,
negative effects of mass production & disposeable culture on life quality of middle and working class
evaporation of various chemicals contributing to dose of harmful stuff we get in contact each day,
etc pp ...
If the graffities are appreciated at all, Flugente may also be able to code a change of wall tiles,
which selects new .sti frame according to ID# of very 1st merc hired,
preferably related to sectors loyalty and/or prógress rate.
I would be willing to transform at least the PC portraits into isometric_view transparent layers,
and put each on up to 10 walls of choice (preferably not dark, as the layers inverted to white look much worse on dark walls)
If the project grows, we could have the game "paint" graffity of all team members on the walls :D
Btw i think it would be pretty immersive if the game keeps the graffity of mercs who died.
Quick 2 minute work based on Manuels 90x100 portrait with potential to improve:
(converted to greyscale, whole pics contrast & brightness up,
partially brightened until enough white to transform it to transparent)
ID# 216 portrait on frame ID#14 of e_wall2.sti
[Updated on: Tue, 05 June 2018 19:21] Report message to a moderator
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Master Sergeant
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Re: Aw: Re: Aw: Re: BigMaps Editing[message #353735 is a reply to message #353689]
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Mon, 11 June 2018 04:20
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Zombiehunter |
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Messages:182
Registered:March 2011 Location: Franconia, Germany |
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ATigersClaw wrote on Tue, 05 June 2018 07:15Seeing all of this together, I can just imagine how much work it was.
What else needs to be done until this great part is finished?
Is it on purpose that only the top left sector has lights or is that one of the points needed to be finished?
Great stuff by the way, it is coming as close as possible to a real military city I'd say.
You definitely paid attention to detail.
1. Yeah getting this stuff together is actually a shitload of work, especially since I need to look out for the stuff fitting together, the great improvement of BigMaps from Vanilla Maps no more small cutouts from a theoretically much larger Map.
2. Making the Map is like only 50% of the work, Civvies need to be added, NPCs need to be added (sometimes even the *.ini need a little update because of that), Enemies need to be added, items, in some parts Exitpoints to the underground maps need to be added (that definitely makes it necessary to update the *.ini) and yeah you already guessed, lighting is also an issue, else it's gonna be fricking dark at night. ;)
3. Thank you, well after more than six years in the Military (Active & Reserve) I should know how a Military Base is supposed to look like hrhrhr ;p
stay tuned
-Zombie
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Staff Sergeant
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Re: Aw: Re: BigMaps Editing[message #353774 is a reply to message #353773]
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Wed, 13 June 2018 04:04
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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Zombiehunter wrote on Wed, 13 June 2018 02:59
... some Cliffparts are constantly making Glitches so you gotta figure out which ones and just don't use them. ...
May i ask which frames of the sti/jsd respectively cliffs from which tileset folder cause the glitch?
I noticed different sizes of the L_cliff.jsd files in different subfolders of \tilesets,
while all the related sti files appear to be identical,
perhaps you can fix the glitch by using one of the 3 .jsd files in all subfolders, just dont ask me which one.
Thinking about it iirc there appeared to be another .jsd inconsisteny, but cant remember details
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Master Sergeant
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BigMaps Editing[message #353782 is a reply to message #353780]
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Wed, 13 June 2018 13:01
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Zombiehunter |
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Messages:182
Registered:March 2011 Location: Franconia, Germany |
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townltu wrote on Wed, 13 June 2018 01:04Zombiehunter wrote on Wed, 13 June 2018 02:59
... some Cliffparts are constantly making Glitches so you gotta figure out which ones and just don't use them. ...
May i ask which frames of the sti/jsd respectively cliffs from which tileset folder cause the glitch?
I noticed different sizes of the L_cliff.jsd files in different subfolders of \tilesets,
while all the related sti files appear to be identical,
perhaps you can fix the glitch by using one of the 3 .jsd files in all subfolders, just dont ask me which one.
Thinking about it iirc there appeared to be another .jsd inconsisteny, but cant remember details
It's not that big a deal, we're talking about 3-4 Pieces, tops. While it would be nice if everything worked like it's supposed to, I can live with it, as it is now. Not to mention that I doubt that the Work/Benefit ratio would be very high ;) After all, I can compensate every glitching Piece with another one and nobody would notice
Apart from that, I am having a very creative phase right now, busying myself with the very tiring and frustrating part of trying to figure out what went wrong with the Cliff-Tilesets and fixing it, would probably harm my motivation
ATigersClaw wrote on Wed, 13 June 2018 07:59Gosh dangit Zombiehunter, your maps are incoming like an airstrike, awesome.
I really like the border setup, especially the last part with the border passing area.
Like I said Phase of Creativity and after all by now I got a System on how I optimized the Workload, so Wilderness-Maps 2-3 Days at the moment, City-Maps yeaaaaah depends on the City
Balime will probably a slight pain in the ass ;)
-Zombie
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Staff Sergeant
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